Harsk

Igmar Thornstone's page

12 posts. Alias of Sixteenbiticon.


Full Name

Igmar Thornstone

Race

Dwarf

Classes/Levels

Ranger (Deep Walker) 1 | HP 14/14 | AC 17, Tch 12, FF 15 | CMD 17 | F +5, R +4, W +1 (+4 vs. poison, spells, and SLAs) | Init +2 | Perception +5 | Sense Motive +1

Gender

Male

Size

Medium

Alignment

NG

Languages

Common, Dwarven

Strength 18
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 13
Charisma 8

About Igmar Thornstone

Igmar Thornstone
Dwarf Ranger (Deep Walker) 1
NG Medium humanoid (dwarf)
Init +2 (+4 underground); Senses darkvision 60 ft.; Perception +5
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 14 (1d10+4)
Fort +5, Ref +4, Will +1 (+4 vs. poison, spells, and spell-like abilities)
Defensive Abilities deep warrior, dwarven nobility
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Offense
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Speed 20 ft.
Melee greataxe +5 (+8 vs Drow), (1d12+6/×3) (+8 vs Drow)
Ranged longbow +3 (+6 vs Drow) (1d8/×3) (+2 vs Drow)
Special Attacks ancient enmity, favored enemy (elves +2)
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Statistics
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Str 18, Dex 14, Con 16, Int 10, Wis 13, Cha 8
Base Atk +1; CMB +5; CMD 17 (21 vs. bull rush, 21 vs. trip)
Languages Common, Dwarven
SQ track +1
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Special Abilities
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Ancient Enmity +1 Gain a racial bonus to attacks vs Elves.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Dwarven Nobility +1 saves against spells, SLAs, poison.
Foeslayer +1 to save DCs and +1 dodge bonus to AC against Drow.
Favored Enemy (Elves +2) (Ex) +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against elves. +2 bonus on weapon attack and damage rolls against elves. May make Knowledge skill checks untrained when attempting to identify these creatures.
Track +1 Add the listed bonus to survival checks made to track.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.

Traits:
Tunnel Fighter While underground, you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).

Warrior of Legend You were born for war. No one matches your prowess in battle, but alas also no one matches your recklessness. Benefit: +2 Constitution, +2 Strength, -2 Wisdom

Dwarven Nobility Within your veins flows the true blood of dwarven nobility. Benefit: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Feats:

Foeslayer (Story)(Drow) I figured a link would be more suitable here than pasting all of the details.

Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls.

Skills:

Climb +4
Heal +1
Intimidate +3
Knowledge (dungeoneering) +4 (+6 vs elves)
Knowledge (geography) +4 (+6 vs elves)
Perception +5 (+7 to notice unusual stonework) (+7 vs elves)
Sense Motive +1 (+3 vs elves)
Spellcraft +4
Stealth +2
Survival +5 (+7 vs elves)

Gear:

Equipped explorer’s outfit, scale mail, arrows (20), greataxe, longbow, backpack
Backpack bedroll, winter blanket, hammer, 4 pitons, hemp rope (50’), hooded lantern, 5 flasks of oil, 2 sacks, 2 torches, 4 tindertwigs, trail rations (5)
belt pouch 2 candles, chalk, 7 gp, 9 sp

Background:
Although completely unaware of this fact, the blood of ancient dwarven royalty runs through Igram’s veins (Dwarven Nobility). Under Magnar’s guidance, Igmar served the community of Summermount by scouting the upper tunnels of the Darklands to expand their mining efforts while keeping them clear of any hostile threats. On a day like any other, Igmar was spearheading an expedition (Deep Walker) in search of potential iron excavation points when a tunnel unexpectedly collapsed on top of his entire scouting party. As the dust settled, among the cries of pain and alarm, Igram heard a faint noise in the distance. As it grew closer he recognized it as some sort of elvish. High-pitched and lilting, the approaching creatures were talking excitedly, laughing with one another. The coarse hairs along his arms began to rise as he realized that there was only one type of creature dwelling this far below the surface that communicated like that. Dark elves. The drow.

As he listened, he heard them rummaging through the rubble, unceremoniously looting the bodies of his fallen comrades and putting to the knife any survivors they found. Their voices echoed in the silent halls, sounding cold, psychopathic—devoid of any semblance of compassion. Igram heard their steps coming closer and he realized they were coming to check his body. He lie perfectly still, realizing the fact that he stood no chance at taking down the entire band himself. Not to mention the pile of rubble pinning him to the ground. They roughly rummaged through his belongings before tossing him back down where he lay.

Eventually, a subsequent search team found them and immediately set to digging them out. Very few dwarves survived the ordeal. After examining the stone walls of the corridor, it was concluded that the cave-in was no accident. The stone was set to fall upon the first creatures to set foot in the corridor. A cunning trap set by the drow.

After the collapse, Igmar entered the darkest time in his life. He was ashamed that he left his men vulnerable to such an obvious trap. He felt responsible for not spotting the weakened walls and on his shoulders alone rested the heavy burden of his friends’ deaths. Magnar did what he could to ease Igmar’s pain, but more often than not his efforts proved futile. Just as the pain began to dull and Igmar felt he could once again lead teams into the tunnels below, the news of Magnar’s passing spread through the dwarven people like wildfire. His old friend was gone, and the fire burning within Igmar to wipe out the dark elves and reclaim their lost homeland of Dammerhall was relit.